Thought I might revive this thread since I have finally decided to tackle the programming side of the house. My knowledge of C++ is very limited, as is my knowledge of how the Source engine is written in particular. Please bear with me as I ask the stupid questions and learn more.

I am trying to parent dlights to all kinds of things. Thanks to gary's help, I have successfully parented a dlight to combine orbs fired from the ar2. I am now trying to parent a dlight to the rollermine...I got it to work, sort of. It lights up when the rollermine's sparks turn on, and the light goes out when the rollermine's sparks turn off. My problem is that when the rollermine successfully attacks something, its sparks remain on but the light goes out. The code I modified to make this work is c_npc_rollermine.cpp on the client side. I am looking through some of the other files associated with rollermines to see if there is a different state the NPC enters after a successful attack, but if you guys can provide a bit of guidance because I feel sort of lost.

Thanks!

"Day breaks, but decay soon follows." - Ava WinonaCurrently developing in radio silence...99 BoltsHere's another project of mine... Assault on OverwatchAre you new to Source SDK? VDC

Remember that whatever speed the player is moving at will be essentially divided by the "float frac" value. In other words, in my modification (Above the Catacombs), the player moves at 115, with a "float frac" of 0.55f, the ducking speed is set to 63.25. The default moving speed in Half-Life 2 is 190 I believe and the default "float frac" (as seen above) is 0.33333333f - making the default ducking speed roughly 63.33.